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Found 2 results

  1. Crossing an open ocean like the Pacific or Atlantic is tricky buisiness without a way to measure longitude and with the western Iron Age/medieval ships provided in Magic World. The rules as printed are fine for island hopping and coast hugging but if you want to emulate Columbus or Leif Erikson then some house rules are needed. Here is my first pass anyone have any suggestion or spot any mistakes? Firstly, based on historical examples a seaworthiness of at least 22 is recommended and even then if the weather turns bad there is a good chance you will sink. Really big warships are not recommended because they lose seaworthiness to fast and can't carry enough supplies to feed and water their large crews for the duration of the crossing. Houserule: Here we assume navigation rolls at sea (MW135) are made weekly rather than ‘per trip’. Out of sight of land longitude can only be figured by error-prone dead-reckoning so halve navigation skill. If out of sight of land and 3 or more days in the week have complete cloud cover then halve navigation skill again. Remember at sea effective navigation skill is never higher than the navigator’s sailing skill (MW42).
  2. Hey folks, is there a listed collection of source material (bibliography) for the Gloranthian topics "Seas" and "Seafaring"? The sources could be canonical or non-canonical. Quite interesting for all GMs who like to plot some adventures regarding the Gloranthian seas. Thanks in advance!
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